Game apparatus.



P. K. ATKINS.

GAME APPARATUS.

APPLICATION FILED DEC. 3, 1912.

1,077,865, Patented Nov14, 1913.

Z. 6' mu EM INVENTOR- PATENT OFFICE.

FRANK K. ATKINS, OF BHILADELPHIA, PENNSYLVANIA.

GAME APPARATUS.

Specification of Letters Patent Patented Nov. 4;, 1913.

Application filed December 3, 1912. Serial No. 734,702.

To all whom it may concern:

Be it known that I, FRANK K. Admins, a citizen of the United States, and a resident of the city of Philadelphia, in the county of Philadelphia and State of Pennsylvania, have invented a new Game Apparatus Pertaining to the New Game Cortella, of which the following is a full, clear, and exact description.

My invention relates to game apparatus adapted to be used withthe game, Gortella, to be played by two, three or four players in accordance with the rules of the game,

and its supplement The Gortclla Tournanen t, in accordance with the rules thereof. The parts of the game apparatus and game-board may, however, be increased in number and the rules modified so as to permit more than four persons to engage in the game.

The purpose of the invention is to so construct the game apparatus that its operation may be adapted to and in harmony with the rules and to provide a wholesome game combining chance and skill for young persons and adults that will contribute to sociability and be amusing and entertaining.

The game apparatus consists in the novel construction of a game-board, to be used in combination with dice, dice-cups and disks, and in the novel coloring of the dice-cups, each pla-yers cup being made to correspond in color with his disks, the latter called men, whereby the men of the respective players may be readily identified. Also in the novel coloring of the home circle, entrance, court, and kings castle of each player, and of the outer and inner tracks as herein: after explained. A game-board, moreover, is designed where the various lines, letters and numbers are raised by the use of steel die stamps, a process that is old in connection with printin but new in its application to a game-board; the object being not only to make an ornamental board but one whereby persons who are blind may play the game by touch. l/Vhen designed for the blind the numbers on the dice are indicated by indented 'figures, instead of by eyes as is the usual construction, and disks having raised numbers in the center and raisedrims are used, five being numbered 1, five 2, live 3, and five a, in order thatthe players may discover the numbers on-the dice and disks by touch.

The game apparatus is illustrated by the accompanying drawing, forming a part of the specification, in which the similar characters of reference indicate corresponding parts throughout. 2

Figure 1, represents a plan view of the gameboard, having the word Cortella imprinted thereon. Fig. 2, indicates the dice-cup: Fig. 3, the disk. Fig. 4, the modified disk with raised numbers and rim. Fig. 5, different views of the die when eyes :are used to indicate the numbers on the faces, and 6,, the same when indented figures are so used.

The game-board comprises four home-circles, indicated by letter A, and numbered 1, 2, 8, and 4c respectively: An outer track, letter B, an inner track, G, and four run-ways, D; a large receptacle in the center designated Goal Goal E, and contiguous thereto, four receptacles designated Court 1, Court 2, Court 3 and Court a? respectively, indicated by letter F. In the outer track there are eight small circles, four of which are entrances, numbered 1, 2, 3, and at res 'aectively, G, and the others are short-cuts, numbered 5, 6, 7, and 8 respectively, letter I. There are transverse check marks in the outer-track dividing the same into seventy-two spaces; these spaces are grouped in eight divisions oi nine spaces each by the small circles mentioned. There are transverse check marks in the inner track dividing it into sixty spaces, and transverse check marks in the runways dividing each into five spaces. Within each of courts 1 and 3 a section is divided OE and of courts 2 and 4 two sections are divided off having the words Kings castle thereon, indicated by J. There are four gate-ways leading from the outer to the inner track, H, numbered respectively 1, 2, 3, and at. ithinthe goal are twelve stars, K, three being in front of each court, and a receptacle in the center thereof, L, represented by a large star with a circle therein, having the word Oortella imprinted thereon. l

' I claim as novel in a game-board the grouping together of the respective features, to wit: home-circles, an outer track, divided into spaces, entrances, short-cuts, gateways, an inner track, divided into intervals, run ways, divided into spaces, a goal, courts, kings castles; (the number of the parts may beincreased or diminished from those shown'bytlie drawing, ifdesired) and stars within the goal and'a receptacle in the center of the goal, known as Cortella. I claim, furthermore, the novel coloring of certain parts of the game-board, to-wit: home circle, entrance and court numbered 1, together with the kings castle therein, and the three stars in front of court 1 to be colored, say, green, the color being represented by shading on the drawing indicated by letter W. The same parts numbered 2, and the kings castles within and the three stars in front of court 2, to be colored pink, letter M; the same parts numbered 3, and the kings castle within and the three stars in front of court 3, blue, letter N, and the same parts numbered at, together with the kings castles within and the three stars in front of court 1, yellow, indicated by letter 0. One cup and five disks will be colored green, and these will be taken by the player who has parts numbered 1, one cup and five disks will be colored pink, taken by the player who has part 2; another set, blue, by 3 and the fourth, yellow, by 1; the object being that the parts on the game-board of each player, as well as his men, may be readily distinguished from those of each and every other player. I also make the outer track and short-cuts, being the course of the men, in another color, letter P, and the inner track and run-ways, the course of the knights, in another, letter Q; the gate-ways are uncolored or white, indicated by letter B. Any other plan of shading or coloring, however, may be adopted that will accomplish the desired end. I

The rules of the game are as follows:

UOrteZZa.

(Cortella is coined from coZteZZo, a twoedged blade; one that may out either way. To get the cortella may either win or lose you the game.)

Rules.

Two, three or four can play (preferably four). Each player has two dice, a dice cup and five disks, called men, the latter of the same color as his cup. On the gameboard each player has a home-circle, (the large circle at his right), an entrance (the small circle nearest his home-circle), a gateway and a court (both immediately in front of him), all four of which are marked by the same number, and also, with? inhis court one or more kings castles, and within the goal in front of his court three stars Both dice are thrown at the same time throughout the game.

The object, it may be stated, is to win the game by scoring the highest number of points. V

To be a cortelloistIit is highly important that you become familiarwith the-following ten elements of the game. and this will necessitate some little patience and a careful study mvur-oopor Definition of terms.

1. The entry.l\ o bridges or blockades are permitted; 2'. 6., only one man can occupy a small circle or a space at one time. A man may pass by one of his own men or one of his opponents men anywhere. At the start you place your five men in your home-circle, (the large circle whose number faces you). ll henever you throw a 5, or 1 and l, or 2 and 3, the sum of which is 5, you are obliged to enter a man, unless prevented by one of your own men. This is done by moving him from your home-circle to your entrance, (the small circle having the same number as your home-circle). In case you throw 5 and 1 you are required to enter and move the same man forward 1 space; 5 and 2, enter and 2 spaces; 5 and 5, enter and 5 spaces, and so on; (you are not permitted to enter two men on a throw of double 5): But if the space to which the number counts you is occupied by one of your own men you are at liberty to move any other man. If you throw 5 and land one of your own men rests on your entrance, you will move him forward one space and enter a man. If an opponent rests on your entrance and you make a throw that entitles you to enter, you enter your man and capture your opponent and send him to your court as hereinafter explained. Entering a man entitles you to another throw, and this is repeated again and again as often as such play is made.

2. The sh0rt-cut.The short-cuts are shown by the small circles containing the numbers 5, 6, 7 and 8. Whenever your man rests on one of these, heme-y, on any later throw, .pass through the adjoining gateway, even though it may not be your own, and gain the inner track and become a knight. Your man .on a short-cut may. continue on theouter track and pass .by any. gate-way but your own. This shortens the road of travel which otherwise would lead him around the track to your own gate-way.

invitees knight is not permitted to pass through a gate-way outwardly to a short-cut, or pass from the inner trackback to the outer track.

3. The lmz'ght. VVl1en your man passes through any gate-way and attains the inner track he becomes a knight, and has liberal powers as follows: He may move either forward or backward on the inner track or on any of the run-ways leading to the goal; he may pass by or enter any run-way at pleasure; he may move the sum or difference of the numbers on the two dice, and he may advance on one number thrown and retreat on the other or vice versa. To illustrate; assuming your. knight is on a run-way within two spaces of the goal, and you throw at and 6, you can retreat on the 4: and advance on the 6 and reach the goal. Again, if your knight occupies the first space in advance of an opponent and you throw land 5, you can advance on the 4 and retreat on the 5 and capture him.

at. T 716 capturc.-You may displace and capture an opponent whenever he is on an open space on the outer or inner track or any run-way, by throwing a number which counts you to the space on which he rests. Pick him up, put your man on the space and place the opponent in your court, where, if he remains, he counts 10 points at the end of the game. The opponent is safe from capture while on any of the small circles except when on your entrance at the time that you become entitled to enter a man, in which case you are obliged-to enter and capture him.

The rescue.-The rescue double 6 followed by the or Y Rescue. Nhen you throw double 6 and cry Rescue you are entitled to remove any one of your own men in cap tivity in the courts of your opponents from the court to the goal and put him on one of your stars. Each star insures 10 points. (It is more fun and usually good policy to rescue from the leader in the game): You may, however, make any available move other than rescue, but if you have no other available move you are obliged to rescue even though it may lose you the game.

(3. The t1'=ap.-The trap double 1 followed by the cry Trap. When you throw double 1 and cry Trap you are entitled to remove any one of your captives from your court to your kings castle, from whence there is no possible rescue.

And trap the man who does not doubt,

He shakes the winning cup.

A trapped captive counts 5 more than a captive in court, or 15 points. Any other available move may be made if preferred.

7. The repeat throwsaa-You are awarded repeat throws by the following four plays as often as they may occur: 1st, upon entering a man; 2nd, "upon making a capture; 3rd, upon entering a knight in the goal;

and etth, upon making a. throw of double, (except if you shall elect to rescue on a throw of double 6, or trap on a throw of double 1, in either of which therepeat throw is denied.) It must be understood, however, that only one throw may be booked in advance; that is to say, you may gain one repeat throw again and again, but not two throws as the result of any single throw.

8. The three stars.-)Vhenei*-er you enter one of your knights or rescued captives in the goal he becomes a star, and is placed on one of your three stars in front of your court, where he remains to the end of the game. Every star, as stated, counts 10 points. hen all three stars of any one color are covered, assuming the color is blue.

the opponents cry out Three stars for blue as a warning.

9. The 01"teZZa-.The Cortella ends the game. After you have your three stars, your fourth knight or rescued captive to enter the goal becomes the star of the first magnitude, hailed the Cortella. Place him in the center of the goal, exclaim Gortella and end the game. (The game always terminates, except in case of a tie. when the fourth of any one color enters the goal.) The Cortella counts 15 points. Then all the players count up their score of points to determine the winner.

10. The count of p0z'n-ts.A star counts you 10 points, a captive in your court 10 points, a captive in your kings castle 15 points, and the Cortella 15 points.

Playing the game.

You begin by putting your five men in your home-circle. As fast as they are entered you start them on their course around the outer track in the direction opposite from that traveled by the hands of a clock. The first big gain is to take advantage of the short-cuts. If, unfortunately, you must pass by them, your men continue on the outer track until your own gateway, (the one bearing the same number as your homecircl-e), is reached, which they enter without, of necessity, stopping on the adjoining short-cut. If an opponent rests on this sh ortcut, (it being your own gate-way), you are privileged'to pass by him and enter the in ner track. Your men are now knights and their next destination is the goal, which they may enter by any one of the four runways. Bear in mind, however, you can retreat from the goal if it is deemed advantageous to do so, instead of entering it. To enter the goal you must throw a number which counts the knight exactly to do it. An excess number does not entitle the knight to enter.

You may pass a man by your own men or your opponents men, no matterwhether on a small. circle or space, anywhere, when you throw a number that entitles you to do so; hen you pass by a man you do not pick him up. No blockades are permitted, 2. 6., only one man can occupy a small circle or a space at one time. The numbers on the two dice may be played out by moving one man the number of spaces indicated by the sum of the two, or by giving the value of one die to one man, and of the other to another. In moving, the space from which the man starts is not counted Passing from a short-cut through the adjoining gate-way is counted as one space.

A player is required to throw when his turn comes, and he is further required to move after a throw, when possible to do so, even though it may weaken his position and expose a man to capture, or cause a knightto retreat from the goal; or, if there is no other available move, he must enter the Cortella, by rescue or otherwise, even though it loses him the game. 7

The end of the gar w.

As explained above, each player starts out with five men, but when any player gets his three stars and then enters the tourth whether a knight or a rescued captive-in the goal, he becomes the Cortella and this ends the game. But bear in mind, please, you may get the Cortella and still lose the game. When the game ends the count is taken and it is the player who scores the most points who wins the game. All the players should keep a general count in mind after the warning of three stars for any one color. Before entering the fourth knight a clever cortelloist will quickly cast up his points, and if short will scout around for more captives rather than enter and insure his own defeat. (One who thus enters becomes the guy and provokes the laughter; no one wants to be the guy). The player should endeavor, therefore, to run his men from the entrance to the goal; to short-cut, knight his men, capture his opponents and send them to his court, or trap them in his kings castle, and, so far as possible, rescue any of his own men that may be in captivity, and get the three stars and the Cortella.

Tie.

In the event of a tie each player transfers his Cortella or a star from the goal to his home-circle, or, in case he should have 110 star, his foremost knight or man. or if neither, a captive from an opponents court, or if one, from a kings castle instead, and they play the game out, all participating.

Block.

In case the game becomes blocked by reason of each player having lost as many as two of his men to kmgs castles, each selects one of his men in an opponents kings castle, and puts him in his home-circle, and the game continues until some player meets the condition by getting F three stars and the Cortella, when as stated, the game is concluded and the countmade to determine the winner.

Having thus described my invention what I claim and desire to secure by Letters Patent is,-

l. A game-board, comprising a track, divided by transverse check marks into spaces, said track having a number of entrances indicated by small circles therein, on which the disks (called men) of the players may be entered, gate-ways, leading inwardly from said track, and run-ways, divided into spaces and leading to a centrally located space, designatec Goal whereby the men may be moved by count from the entrances to the goal and a separated space for each player adjacent to the goal, each designated Court, to which the player may send the men he may capture in playing the game.

2. A game-board comprising home-circles, being the starting points, an outer track divided int-o spaces, said outer track having small circles that are entrances for the players men, an inner track, divided into spaces, gate-ways leading from the outer to the inner track, run-ways, divided into spaces, leading from the inner track to a centrally located space, designated Goal, Groal, whereby the men may be moved progressively by count from the entrances to the goal, and separated spaces, adjacent to the goal, each designated Court, to which the captives of the players may be sent under the rules of a game.

8. A game-board comprising home-circles, being spaces inclosed by lines drawn to a circle, in which the disks (called men) of the players are placed in starting the game; an outer track, divided into spaces, said outer track having a number of small circles or entrances, on which the men are entered, and short-cuts, and, adjacent to said short-- cuts, gate-ways, and run-ways, divided into spaces, and a centrally located space designated Goal whereby the men may be moved by count from the entrances through the outer track, short-cuts, gateways and run-ways to the goal, and separated spaces contiguous to the goal, each designated Court, designed to receive the captives oi the players, and within each court one or more kings castles, in which the captives may be trapped under the rules of the game.

i. A game-board, comprising home-circles, being the starting points, an outer track divided into spaces, said outer track having small circles therein, some of which are entrances and the others short-cuts, gateways leading from the short-cuts to an inner track, said inner track being divided into spaces, a number of run-ways, divided into spaces, and leading to a large inclosed space, centrally located, designated Goal Goal and separated spaces adjacent to the goal, each designated Court, and spaces divided ofl within the courts, each designated Kings castle whereby, under the rules of a game, the men of the players may be entered and moved on the game-- board, by count, to the goal, and the captives sent to court and then trapped in the kings castles.

5. A game-board comprising four homecircles, numbered 1, 2, 3, and 4 respectively; an outer track divided by transverse check marks into seventy-two spaces, and further divided by small circles vinto eight sections of nine spaces each, four of the small circles being entrances, and numbered 1, 2, 3, and 4 respectively, the other four being short-cuts, and numbered 5, 6, 7, and 8 respectively; four gate-ways numbered 1, '2, 3, and 4, respectively; an inner track divided by transverse check marks into sixty spaces; four run-ways, each divided by transverse check marks int-o five spaces; a centrally located goal, being a large inclosed space having the words Goal Goal thereon, four separated spaces contiguous to said goal designated Court 1, Court 2, Court 3, and Court 4 respectively; and within each of said courts one or more sections divided ofi'each section being designated Kings castle; twelve stars, within the goal, there being three in front of each court, and a star ha-vin a circle therein in the center of the goal designated Cortella.

6. A gameboard comprising four home circles, numbered 1, 2, 3, and 4 respectively; an outer track divided by transverse check marks into seventy two spaces, and further divided by small circles into eight sections of nine spaces each, four of the small circles being entrances, and numbered 1, 2, 3, and 4 respectively, the other four being short-cuts, and numbered 5, 6, 7, and 8 respectively; tour gate-ways numbered. 1, 2, 3, and 4 respectively; an inner track divided by transverse check marks into sixty spaces; four run-ways, each divided by transverse check marks into five spaces; a centrally located goal, being a large space having the words Goal Goal thereon; four separated spaces contiguous to said goal designated Court 1, Court 2, Court 3, and Court 4 respectively; and within each 01 said courts one or more sections divided on, each section being designated Kings cas tle; twelve stars within the goal, there being three in front of each court, and a star having a circle therein in the center of the goal designated Cortella, home-circle numbered 1, entrance 1, court 1, together with the kings castle therein, and the three stars in front of court 1 being in one color, the same parts numbered 2, together with the kings castles within court 2 and the three stars in front thereof being in another color, the same parts numbered 3 with corresponding kings castle and stars in another, and numbered 4 in another; the outer track and short-cuts in another, the inner track and run-ways in still another, and the gate-ways being uncolored or white.

A game-board comprlsing four homecircles, numbered 1, 2, 3, and 4 respectively; an outer track divided by transverse check marks into seventy two spaces, and further divided by small circles into eight sections of nine spaces each, four of the small circles being entrances, numbered 1, 2, 3, and 4 respectively, and the others being shortcuts, numbered 5, 6, 7, and 8 respectively; four gate-ways numbered 1, 2, 3, and 4 respectively; an inner track divided by transf verse check marks into sixty spaces; four run-ways, each divided by transverse check marks into five spaces; a centrally located goal, having the words Goal Goal thereon, four separated spaces contiguous to said goal having imprinted thereon, Court 1 Court- 2, Court 3 and Court 4' respectively, and within each court one or more sections dividedofi, each having imprinted thereon the words Kings castle; twelve stars within the goal, there being three in front of each court, and a circle in the center of the goal designated Cortella said game-board having all the lines, figures and letters thereon raised by means of steel die stamps. l

8. Game apparatus comprising a gameboard having a track or course between a starting point and a point of destination, said track being divided into intervals, said track to embrace gate-ways and run-ways, the point of destination being designated a Goal; separated spaces adjacent to the goal called Courts movable objects adapted to be moved on the course; dice having faces, each face having one or more eyes or figures which indicate a number; dice cups to be used in throwing said dice on a plane, whereby suitable rules of a game may be applied, thereby constituting a game of chance and skill for the amusement of the players.

9. Game apparatus consisting of a gameboard, having home-circles, an outer track divided into intervals by means of transverse check marks, gate-ways, a centrally located goal; run-ways. divided into intervals, separated spaces known as courts adjacent to the goal, and a division within each court designated Kings castle; dice having faces and a number indicated on each face by eyes or figures; dice cups to be used in throwing said, dice upon a plane; disks adapted to be moved on said game-board,

whereby suitable rules may be applied, providing among other things, that the numbers exposed on the top faces of the dice as thrown, shall govern the number of intervals said object is to be moved, whereby the men may be moved by count to the goal, and the captives transferred to the courts, thereby constituting a game of chance and skill for the amusement of the players.

10. Game apparatus consisting of a gameboard, having home-circles, an outer track divided into intervals by means of transverse check marks, gate-ways, an inner track divided into intervals, a centrally located goal, run-ways divided into intervals, said run-ways leading from the inner track to the goal, separated spaces known as courts adjacent to the goal, and one or more divisions within each court designated Kings castle; dice having a number indicated on each face by means of eyes or figures, dice cups to be used in throwing said dice upon a plane, disks adapted to be moved on said game-board, whereby suitable rules may be applied, constituting a game, substantially as set forth.

11. Game apparatus consisting of a gameboard, comprising four home-circles, numbered 1, 2, 8, and 4; respectively, an outer track divided into seventy two spaces, and further divided by small circles into eight sections of nine spaces each, four of said small circles being entrances, numbered 1, 2, 8, and 4 respectively, the others being short-cuts, numbered 5, 6, 7, and 8 respectively four gateways numbered 1, 2, 3, and if. respectively, an inner. track divided into sixty spaces; four run-ways, each divided into five spaces; a centrally located goal, having the words Goal Goal imprinted thereon: four separated spaces adjacent to the goal designated Court 1, Court 2 Court 3 and Court 1 respectively, and within each court one or more sections divided off and each designated Kings castle; twelve stars within the goal, there being three in front of each court, and a circle in the center of the goal designated Cortella; diceihaving a number indicated on each face by means of eyes or figures; dice cups to be used in throwing said dice upon a plane; disks adapted to be moved on said game-board, whereby the rules of the game Cortella may be applied, thereby constituting a game of chance and skill, substantially as set forth.

1.2. Game apparatus consisting of a gameboard, comprising four home-circles, numbered 1, 2, 3, and trespectively, an outer track divided into seventy two spaces, and further divided by small circles into eight sections of nine spaces each, four of said small circles being entrances, numbered 1, 2, 3, and 4, respectively, the other four being shortcuts and numbered 6, 7, and 8 respectively; four gate-Ways numbered 1, 2,

3, and 1- respectively; an inner track divided into sixty spaces; four run-ways, each divided into five spaces; a centrally located goal having the words Goal Goal thereon; separated spaces, four in number, adjacent to the goal designated Court 1 Court 2 Court 3 and Court 1 respectively, and within each court one or more sections divided off and each designated Kings castle; twelve stars Within the goal, there being three in front of each court, and a large star having a circle therein in the center of the goal designated Cortella; twenty disks in four colors, be ing five of each color, suitable to be moved on said game-board; eight dice having numbers indicated on the faces thereof by eyes; four dice cups in four-colors, corresponding in color with the disks, whereby the rules of the game Cortella may be applied, constituting a game of chance and skill substantially as set forth.

13. Game apparatus consisting of a gameboard, comprising four home-circles, numbered 1, 2, 3, and 1 respectively, an outer track divided into seventy two spaces, and further divided by small circles into eight sections of nine spaces each, four of said small circles being entrances, numbered 1, 2, 3, and 1 respectively, the other four being short-cuts and numbered 5, 6, 7, and 8 respectively; four gate-ways numbered 1, 2, 3, and at respectively; an inner track divided into sixty spaces; four run-ways, each divided into five spaces; a centrally located goal having the words Goal Goal thereon; separated spaces, four in number, adjacent to the goal designated Court 1 Court 2 Court 3 and Court 4 re spectively, and within each court one or more sections divided off and each designated Kings castle; twelve stars Within the goal, there being three in front of each court, and a large star having a circle therein in the center of the goal designated Cortella; home-circle numbered 1, entrance 1, court 1, together with the kings castle therein, and the three stars in front of court 1, being in one color; the same parts numbered 2, together with the kings castles within court 2 and the three stars in front thereof being in another color, the same parts numbered 3 with corresponding kings castle and stars in another, and numbered 1 in another, the outer track and short cuts in another, the inner track and run-Ways in still another, and the gate-ways being uncolored or White; twenty disks in four colors, being five of each color, suitable to be moved on said game-board; eight dice having numbers indicated on the faces thereof by eyes; four dice cups in four colors, corresponding in color with the disks, and also corresponding in color with the four homecircles, whereby the rules of the game Cortella may be applied, constituting a game of chance and skill substantially as set forth.

14.. Game apparatus consisting of a gameboard, comprising four home-circles, numbered 1, 2, 3, and 4 respectively, an outer track divided into seventy two spaces, and further divided by small circles into eight sections of nine spaces each, four of said small circles being entrances, numbered 1, 2, 3, and 4 respectively, the other four being shortcuts and numbered 5, 6, 7, and 8 respectively; four gate-ways numbered 1, 2, 3, and 4: respectively, an inner track divided into sixty spaces; four run-ways, each divided into five spaces; a centrally located large space having the words Goal Goal imprinted thereon; four separated spaces adjacent to said goal designated Court 1, Court 2, Court 3 and Court 4: respectively, and within each court one or more sections divided off and each designated Kings castle; twelve stars within the goal, there being three in front of each court, and a circle in the center of the goal designated Cortella all of the lines, figures and letters of said gameboard being raised by means of steel die stamps; four dice cups; eight dice having the numbers on the faces indicated by indent-ed figures, and twenty disks having raised figures in the center and raised rims, five being numbered 1, five 2, five 3, and five 4, whereby the rules of the game Cortella may be applied, and the game played by persons who are blind by means of touch, substantially as set forth.

In testimony whereof, I have signed my name to this specification in the presence of two witnesses.

I FRANK K. ATKINS.

Vitnesses JULIA F. ANDREWS, HELEN J. TUTELBAUM.

Copies of this patent may be obtained for five cents each, by addressing the Commissioner of Patents, Washington, D. G. 

